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authorMelanie Thielker2017-01-05 19:07:37 +0000
committerMelanie Thielker2017-01-05 19:07:37 +0000
commitb16abc8166c29585cb76cc55c3bdd76e5833cb4f (patch)
tree6a34f465a74b7a3a6dc00a3d7aa8dcc25ac3e3a5 /OpenSim/Region/Framework/Scenes/SceneGraph.cs
parentMake it possible to disable the bakes module in the way it is described in co... (diff)
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Massive tab and trailing space cleanup
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneGraph.cs')
-rwxr-xr-xOpenSim/Region/Framework/Scenes/SceneGraph.cs58
1 files changed, 29 insertions, 29 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 579874a..2f65ce2 100755
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -87,21 +87,21 @@ namespace OpenSim.Region.Framework.Scenes
87 protected int m_scriptLPS = 0; 87 protected int m_scriptLPS = 0;
88 88
89 protected internal PhysicsScene _PhyScene; 89 protected internal PhysicsScene _PhyScene;
90 90
91 /// <summary> 91 /// <summary>
92 /// Index the SceneObjectGroup for each part by the root part's UUID. 92 /// Index the SceneObjectGroup for each part by the root part's UUID.
93 /// </summary> 93 /// </summary>
94 protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullID = new Dictionary<UUID, SceneObjectGroup>(); 94 protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullID = new Dictionary<UUID, SceneObjectGroup>();
95 95
96 /// <summary> 96 /// <summary>
97 /// Index the SceneObjectGroup for each part by that part's UUID. 97 /// Index the SceneObjectGroup for each part by that part's UUID.
98 /// </summary> 98 /// </summary>
99 protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullPartID = new Dictionary<UUID, SceneObjectGroup>(); 99 protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullPartID = new Dictionary<UUID, SceneObjectGroup>();
100 100
101 /// <summary> 101 /// <summary>
102 /// Index the SceneObjectGroup for each part by that part's local ID. 102 /// Index the SceneObjectGroup for each part by that part's local ID.
103 /// </summary> 103 /// </summary>
104 protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalPartID = new Dictionary<uint, SceneObjectGroup>(); 104 protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalPartID = new Dictionary<uint, SceneObjectGroup>();
105 105
106 /// <summary> 106 /// <summary>
107 /// Lock to prevent object group update, linking, delinking and duplication operations from running concurrently. 107 /// Lock to prevent object group update, linking, delinking and duplication operations from running concurrently.
@@ -121,11 +121,11 @@ namespace OpenSim.Region.Framework.Scenes
121 121
122 public PhysicsScene PhysicsScene 122 public PhysicsScene PhysicsScene
123 { 123 {
124 get 124 get
125 { 125 {
126 if (_PhyScene == null) 126 if (_PhyScene == null)
127 _PhyScene = m_parentScene.RequestModuleInterface<PhysicsScene>(); 127 _PhyScene = m_parentScene.RequestModuleInterface<PhysicsScene>();
128 return _PhyScene; 128 return _PhyScene;
129 } 129 }
130 set 130 set
131 { 131 {
@@ -215,7 +215,7 @@ namespace OpenSim.Region.Framework.Scenes
215 // the joint in the Scene does not exist in the PhysicsScene. 215 // the joint in the Scene does not exist in the PhysicsScene.
216 // 216 //
217 // To solve this, we have an event in the PhysicsScene that is fired when a joint 217 // To solve this, we have an event in the PhysicsScene that is fired when a joint
218 // has changed position (because one of its associated PhysicsActors has changed 218 // has changed position (because one of its associated PhysicsActors has changed
219 // position). 219 // position).
220 // 220 //
221 // Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate(). 221 // Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate().
@@ -244,7 +244,7 @@ namespace OpenSim.Region.Framework.Scenes
244 244
245 // coarse locations are sent as BYTE, so limited to the 255m max of normal regions 245 // coarse locations are sent as BYTE, so limited to the 255m max of normal regions
246 // try to work around that scale down X and Y acording to region size, so reducing the resolution 246 // try to work around that scale down X and Y acording to region size, so reducing the resolution
247 // 247 //
248 // viewers need to scale up 248 // viewers need to scale up
249 float scaleX = (float)m_parentScene.RegionInfo.RegionSizeX / (float)Constants.RegionSize; 249 float scaleX = (float)m_parentScene.RegionInfo.RegionSizeX / (float)Constants.RegionSize;
250 if (scaleX == 0) 250 if (scaleX == 0)
@@ -259,7 +259,7 @@ namespace OpenSim.Region.Framework.Scenes
259 for (int i = 0; i < Math.Min(presences.Count, maxLocations); ++i) 259 for (int i = 0; i < Math.Min(presences.Count, maxLocations); ++i)
260 { 260 {
261 ScenePresence sp = presences[i]; 261 ScenePresence sp = presences[i];
262 262
263 // If this presence is a child agent, we don't want its coarse locations 263 // If this presence is a child agent, we don't want its coarse locations
264 if (sp.IsChildAgent) 264 if (sp.IsChildAgent)
265 continue; 265 continue;
@@ -346,7 +346,7 @@ namespace OpenSim.Region.Framework.Scenes
346 346
347 return ret; 347 return ret;
348 } 348 }
349 349
350 /// <summary> 350 /// <summary>
351 /// Add a newly created object to the scene. This will both update the scene, and send information about the 351 /// Add a newly created object to the scene. This will both update the scene, and send information about the
352 /// new object to all clients interested in the scene. 352 /// new object to all clients interested in the scene.
@@ -372,11 +372,11 @@ namespace OpenSim.Region.Framework.Scenes
372 372
373 return ret; 373 return ret;
374 } 374 }
375 375
376 /// <summary> 376 /// <summary>
377 /// Add a newly created object to the scene. 377 /// Add a newly created object to the scene.
378 /// </summary> 378 /// </summary>
379 /// 379 ///
380 /// This method does not send updates to the client - callers need to handle this themselves. 380 /// This method does not send updates to the client - callers need to handle this themselves.
381 /// Caller should also trigger EventManager.TriggerObjectAddedToScene 381 /// Caller should also trigger EventManager.TriggerObjectAddedToScene
382 /// <param name="sceneObject"></param> 382 /// <param name="sceneObject"></param>
@@ -630,7 +630,7 @@ namespace OpenSim.Region.Framework.Scenes
630 { 630 {
631 List<SceneObjectGroup> updates; 631 List<SceneObjectGroup> updates;
632 632
633 // Some updates add more updates to the updateList. 633 // Some updates add more updates to the updateList.
634 // Get the current list of updates and clear the list before iterating 634 // Get the current list of updates and clear the list before iterating
635 lock (m_updateList) 635 lock (m_updateList)
636 { 636 {
@@ -762,7 +762,7 @@ namespace OpenSim.Region.Framework.Scenes
762 { 762 {
763 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 763 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
764 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 764 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
765 765
766 // Remove the presence reference from the dictionary 766 // Remove the presence reference from the dictionary
767 if (newmap.ContainsKey(agentID)) 767 if (newmap.ContainsKey(agentID))
768 { 768 {
@@ -874,7 +874,7 @@ namespace OpenSim.Region.Framework.Scenes
874 #endregion 874 #endregion
875 875
876 #region Get Methods 876 #region Get Methods
877 877
878 /// <summary> 878 /// <summary>
879 /// Get the controlling client for the given avatar, if there is one. 879 /// Get the controlling client for the given avatar, if there is one.
880 /// 880 ///
@@ -1190,7 +1190,7 @@ namespace OpenSim.Region.Framework.Scenes
1190 return null; 1190 return null;
1191 return group.GetPart(localID); 1191 return group.GetPart(localID);
1192 } 1192 }
1193 1193
1194 /// <summary> 1194 /// <summary>
1195 /// Get a prim by name from the scene (will return the first 1195 /// Get a prim by name from the scene (will return the first
1196 /// found, if there are more than one prim with the same name) 1196 /// found, if there are more than one prim with the same name)
@@ -1209,7 +1209,7 @@ namespace OpenSim.Region.Framework.Scenes
1209 foreach (SceneObjectPart p in ((SceneObjectGroup)entity).Parts) 1209 foreach (SceneObjectPart p in ((SceneObjectGroup)entity).Parts)
1210 { 1210 {
1211// m_log.DebugFormat("[SCENE GRAPH]: Part {0} has name {1}", p.UUID, p.Name); 1211// m_log.DebugFormat("[SCENE GRAPH]: Part {0} has name {1}", p.UUID, p.Name);
1212 1212
1213 if (p.Name == name) 1213 if (p.Name == name)
1214 { 1214 {
1215 sop = p; 1215 sop = p;
@@ -1308,7 +1308,7 @@ namespace OpenSim.Region.Framework.Scenes
1308 /// <summary> 1308 /// <summary>
1309 /// Performs action on all scene presences. This can ultimately run the actions in parallel but 1309 /// Performs action on all scene presences. This can ultimately run the actions in parallel but
1310 /// any delegates passed in will need to implement their own locking on data they reference and 1310 /// any delegates passed in will need to implement their own locking on data they reference and
1311 /// modify outside of the scope of the delegate. 1311 /// modify outside of the scope of the delegate.
1312 /// </summary> 1312 /// </summary>
1313 /// <param name="action"></param> 1313 /// <param name="action"></param>
1314 public void ForEachScenePresence(Action<ScenePresence> action) 1314 public void ForEachScenePresence(Action<ScenePresence> action)
@@ -1343,7 +1343,7 @@ namespace OpenSim.Region.Framework.Scenes
1343 } 1343 }
1344 } 1344 }
1345 } 1345 }
1346 1346
1347 #endregion 1347 #endregion
1348 1348
1349 #region Client Event handlers 1349 #region Client Event handlers
@@ -1574,7 +1574,7 @@ namespace OpenSim.Region.Framework.Scenes
1574 public void UpdatePrimGroupPosition(uint localId, Vector3 pos, UUID updatingAgentId) 1574 public void UpdatePrimGroupPosition(uint localId, Vector3 pos, UUID updatingAgentId)
1575 { 1575 {
1576 SceneObjectGroup group = GetGroupByPrim(localId); 1576 SceneObjectGroup group = GetGroupByPrim(localId);
1577 1577
1578 if (group != null) 1578 if (group != null)
1579 { 1579 {
1580 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1580 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
@@ -1589,7 +1589,7 @@ namespace OpenSim.Region.Framework.Scenes
1589 } 1589 }
1590 else 1590 else
1591 { 1591 {
1592 if (m_parentScene.Permissions.CanMoveObject(group.UUID, updatingAgentId) 1592 if (m_parentScene.Permissions.CanMoveObject(group.UUID, updatingAgentId)
1593 && m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos)) 1593 && m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos))
1594 { 1594 {
1595 group.UpdateGroupPosition(pos); 1595 group.UpdateGroupPosition(pos);
@@ -1611,7 +1611,7 @@ namespace OpenSim.Region.Framework.Scenes
1611 protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient) 1611 protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
1612 { 1612 {
1613 SceneObjectGroup group = GetGroupByPrim(localID); 1613 SceneObjectGroup group = GetGroupByPrim(localID);
1614 1614
1615 if (group != null) 1615 if (group != null)
1616 { 1616 {
1617 if (m_parentScene.Permissions.CanEditObject(group.UUID,remoteClient.AgentId)) 1617 if (m_parentScene.Permissions.CanEditObject(group.UUID,remoteClient.AgentId))
@@ -1730,8 +1730,8 @@ namespace OpenSim.Region.Framework.Scenes
1730 SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID); 1730 SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
1731 if (part != null) 1731 if (part != null)
1732 { 1732 {
1733 part.ClickAction = Convert.ToByte(clickAction); 1733 part.ClickAction = Convert.ToByte(clickAction);
1734 group.HasGroupChanged = true; 1734 group.HasGroupChanged = true;
1735 } 1735 }
1736 } 1736 }
1737 } 1737 }
@@ -1966,7 +1966,7 @@ namespace OpenSim.Region.Framework.Scenes
1966 // However, editing linked parts and unlinking may be different 1966 // However, editing linked parts and unlinking may be different
1967 // 1967 //
1968 SceneObjectGroup group = root.ParentGroup; 1968 SceneObjectGroup group = root.ParentGroup;
1969 1969
1970 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1970 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1971 1971
1972 newSet.Remove(root); 1972 newSet.Remove(root);
@@ -1978,7 +1978,7 @@ namespace OpenSim.Region.Framework.Scenes
1978 group.DelinkFromGroup(p, false); 1978 group.DelinkFromGroup(p, false);
1979 1979
1980 SceneObjectPart newRoot = newSet[0]; 1980 SceneObjectPart newRoot = newSet[0];
1981 1981
1982 // If there is more than one prim remaining, we 1982 // If there is more than one prim remaining, we
1983 // need to re-link 1983 // need to re-link
1984 // 1984 //
@@ -1996,7 +1996,7 @@ namespace OpenSim.Region.Framework.Scenes
1996 { 1996 {
1997 newRoot.TriggerScriptChangedEvent(Changed.LINK); 1997 newRoot.TriggerScriptChangedEvent(Changed.LINK);
1998 newRoot.ParentGroup.HasGroupChanged = true; 1998 newRoot.ParentGroup.HasGroupChanged = true;
1999 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 1999 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
2000 } 2000 }
2001 } 2001 }
2002 2002
@@ -2089,7 +2089,7 @@ namespace OpenSim.Region.Framework.Scenes
2089 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2089 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
2090 { 2090 {
2091// m_log.DebugFormat( 2091// m_log.DebugFormat(
2092// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2092// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2093// originalPrimID, offset, AgentID); 2093// originalPrimID, offset, AgentID);
2094 2094
2095 SceneObjectGroup original = GetGroupByPrim(originalPrimID); 2095 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
@@ -2194,6 +2194,6 @@ namespace OpenSim.Region.Framework.Scenes
2194 2194
2195 #endregion 2195 #endregion
2196 2196
2197 2197
2198 } 2198 }
2199} 2199}